2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)最新文献

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Towards Robust 3D Skeleton Tracking Using Data Fusion from Multiple Depth Sensors 利用多深度传感器的数据融合实现稳健的3D骨骼跟踪
Yuanjie Wu, Lei Gao, S. Hoermann, R. Lindeman
{"title":"Towards Robust 3D Skeleton Tracking Using Data Fusion from Multiple Depth Sensors","authors":"Yuanjie Wu, Lei Gao, S. Hoermann, R. Lindeman","doi":"10.1109/VS-Games.2018.8493443","DOIUrl":"https://doi.org/10.1109/VS-Games.2018.8493443","url":null,"abstract":"Real-time full-body tracking in VR is important for providing realistic experiences, especially for applications such as training, education, and social VR. The Microsoft Kinect v2 sensor can provide skeleton data for a user in real-time, however, due to occlusion issues and front/back ambiguity errors, one Kinect is not always reliable enough for the correct capture of 360-degree movements. In this paper, we present work to provide robust, real-time tracking using multiple Kinect v2 cameras. An adaptive data fusion method is described that constructs a high-quality 3D skeleton which can be used to drive a VR avatar regardless of the user's orientation. We compare three different approaches to fusing the data from the three Kinects, and compare against ground truth using an OptiTrack system. A static pose and a dynamic movement were captured to compare errors of each joint using the three fusion algorithms. Our results show that an adaptive weighting adjustment fusion method for combining skeleton data from the three Kinects according to the current facing direction performed best in terms of joint error.","PeriodicalId":264923,"journal":{"name":"2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2018-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114035066","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
Using Think-Aloud Protocol in Looking at the Framing of One's Character with a Case Study on Terraria 运用有声思考协议看人物性格的塑造——以《泰拉瑞亚》为例
Jihyon Lim
{"title":"Using Think-Aloud Protocol in Looking at the Framing of One's Character with a Case Study on Terraria","authors":"Jihyon Lim","doi":"10.1109/VS-Games.2018.8493446","DOIUrl":"https://doi.org/10.1109/VS-Games.2018.8493446","url":null,"abstract":"How does a player interpret what occurs in a digital game? Fine explains that a player makes  interpretations based on three levels of consciousness: as a character in a virtual game world, as a player who is playing the game, and as a person who is living in the real world. This study attempts to examine what happens in Terraria based on Fine's three-layered model and discuss the implications of Fine's model in digital games. The think-aloud method and interviews were used to look at how players interpret what is happening during the gameplay and to discuss the relationship between in-game characters and players from different aspects, such as role-playing and self-playing, empathy, and prosocial behaviors.","PeriodicalId":264923,"journal":{"name":"2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2018-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127519500","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
A Multisensory 3D Environment as Intervention to Aid Reading in Dyslexia: A Proposed Framework 一个多感官三维环境作为辅助阅读障碍的干预:一个建议的框架
Martyn Broadhead, Damon Daylamani-Zad, L. Mackinnon, L. Bacon
{"title":"A Multisensory 3D Environment as Intervention to Aid Reading in Dyslexia: A Proposed Framework","authors":"Martyn Broadhead, Damon Daylamani-Zad, L. Mackinnon, L. Bacon","doi":"10.1109/VS-Games.2018.8493407","DOIUrl":"https://doi.org/10.1109/VS-Games.2018.8493407","url":null,"abstract":"Developmental Dyslexia (DD) is a common language-based learning difficulty which occurs across all cultures. Whilst various interventions are implemented to aid with reading difficulties, research suggests that phonics is still the most promising approach, yet the challenge in this approach has always been keeping pupils engaged and interested. Multisensory approaches have shown promise in keeping pupils engaged but they are time consuming and require high levels of teacher involvement. This paper suggests using 3D environments and gaming technology as a multisensory intervention to aid reading in Dyslexia. The paper proposes an initial framework and indicates the development and evaluation strategy for the framework.","PeriodicalId":264923,"journal":{"name":"2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2018-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123766146","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
Effects of Graphical Styles on Emotional States for VR-Supported Psychotherapy 图形风格对虚拟现实支持心理治疗中情绪状态的影响
Niklas Kiefl, Paula Figas, Christoph Bichlmeier
{"title":"Effects of Graphical Styles on Emotional States for VR-Supported Psychotherapy","authors":"Niklas Kiefl, Paula Figas, Christoph Bichlmeier","doi":"10.1109/VS-Games.2018.8493419","DOIUrl":"https://doi.org/10.1109/VS-Games.2018.8493419","url":null,"abstract":"Several medical domains investigated Virtual Reality (VR) as a supporting technology for teaching and training of novices and experts. In psychotherapy, VR has been identified also as a promising treatment instrument. This paper presents a study on VR assisted psychotherapy, evaluating the effects of graphical styles on emotional states of N=74 subjects. Assessed data has been used to first statistically check, if the presented VR-scenes can create a positive emotional effect, here relaxation. In addition, we examined the difference of changes of the emotional state with respect to two different graphical styles, both being typical for state-of-the-art video games. One of these styles is supposed to render highly realistic scenes at high computational costs. The second style has been deliberately chosen, to present an alternative requiring low performance devices such as mobile phones on wireless VR devices. As a third research target, we surveyed the difference of measured effects with respect to technical background knowledge of subjects. The study has been set up as a pre-study acquiring healthy students as subjects instead of patients suffering from psychological disorders.","PeriodicalId":264923,"journal":{"name":"2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2018-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115476940","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 7
How Real Can Virtual Become? 虚拟能有多真实?
Manuela Pietraß
{"title":"How Real Can Virtual Become?","authors":"Manuela Pietraß","doi":"10.1109/VS-Games.2018.8493426","DOIUrl":"https://doi.org/10.1109/VS-Games.2018.8493426","url":null,"abstract":"It is a widespread notion that heightening the perceivable ''realness'' - the iconical similarity between virtual reality (VR) and reality - would improve presence, i. e. the impression of realness. If it were like this, VR would be a minor type of reality as long as it were distinguishable from reality. However, which sense would a VR environment make, if it were possible to let it seem indistinguishable from reality? On the example of virtual moral experiments, the article shows that awareness of the virtual state is crucial for creating presence.","PeriodicalId":264923,"journal":{"name":"2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2018-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129721190","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Learnings and Challenges in Designing Gamifications for Mental Healthcare: The Case Study of the Readysetgoals Application 心理健康游戏化设计的经验和挑战:Readysetgoals应用的案例研究
Panote Siriaraya, V. Visch, M. V. Dooren, R. Spijkerman
{"title":"Learnings and Challenges in Designing Gamifications for Mental Healthcare: The Case Study of the Readysetgoals Application","authors":"Panote Siriaraya, V. Visch, M. V. Dooren, R. Spijkerman","doi":"10.1109/VS-Games.2018.8493430","DOIUrl":"https://doi.org/10.1109/VS-Games.2018.8493430","url":null,"abstract":"Although the potential benefits of applying game design techniques for healthcare purposes has been recognized in the past, there has not yet been much research on how such applied games could be created and used in practice. This paper presents the learnings and challenges for designing such a game from a research through design perspective. Central in this paper is the process employed to design the ReadySetGoals, a gamified mobile application aimed at supporting therapeutic goal setting within a substance addiction treatment context. The design process involved four key stages. 1) The 'transfer effect' was identified and then 2) The 'Real World' context examined. 3) Different gamification concepts were evaluated and a 'core gamification loop' was designed. 4)The ReadySetGoals was then prototyped, user tested and iteratively refined. During the design process, three key learnings emerged and are discussed: 1) Aligning stakeholder expectations though framing 2)Integrating real world therapeutic aspects in a game world experience and 3) The value of personalization.","PeriodicalId":264923,"journal":{"name":"2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2018-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131355596","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
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